DRL > Requests For Features

Color Blind options and other minor tweaks

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DisaffectedBeta:
Sorry if any of the below repeated other people's suggestions, I haven't gone through the whole forum yet.

Would it be possible to have a starting tactic toggle?  I don't know if there is one already, but I tend to switch to coward on the first board because that seems to yield the best results.  The one I use the least is probably cautious, unless I've upgraded my character's to-hit modifier.  It'd be nice if I could start all my games with the same tactic without having to cycle through them every time I start.

I don't know the limitations of roguelike designs, but I wonder if there could be a feature that would dump a buffer of keypresses if the character gets wounded.  Maybe I should just change my playing style, but when I'm running across a board to get to the unexplored area, and some enemy has sneaked into the explored zone and starts rapid-firing, I get to watch helplessly as my buffered commands get carried out while the enemy fires.

This isn't a request because I know how hard it would be to implement, but it would be neat to someday see the monsters actually get angry at each other like they did in the original, to help take some heat off the player.

Boots don't seem to do much good, but maybe I'm missing some underlying process that reduces damage.  I seem to always get just as damaged as I do without them, but maybe you need plasteel in order to see any real difference.  I miss chemsuits, where you have a limited time of running over the bad stuff without worrying about damage, like an invincible sphere but longer duration and less benefit.  Maybe getting a chem suit wouldn't be so useful unless it was useable like a first aid kit.

For the colorblind players out there, some of the weapon colors are a bit hard to discern.  I have real trouble differentiating the shotguns from the plasma rifles (and their ammunition).  And the way I can tell the double barrel shotgun from the pistol is that the db shotgun looks slightly brighter.  I imagine it's actually a different color, though.  At least the combat shoguns, advanced weapons and rocket launchers are easy to spot.  I'm willing to help out in this regard, because I realize if you can see in full color it would never occur to you that there was anything wrong for us cripples :)

I think a neat addition would be complex buildings to lay siege to from the outside, like the first level only with harder enemies inside.  That way you could have multiple entry points you could try out, much in the way that some of the red exit buildings have been done.  Has the red exit generation changed?  It seems to be much more regular than it was previously.

Edit: A nice display idea would be to turn the text a different color if your health falls below 30 percent or so.  I tend to be so busy playing I don't notice my tiny health indicator is near to zero.  Another low health option:  Remember in Wolfenstein 3-D when your health got below a certain amount, you could actually drink blood and eat certain corpses?  Sounds a bit gross, but it might be a nice to do when you're desperately low on health.

One final thing, I think the difficulty seems to ramp up pretty drastically.  I was on level 10 and found myself surrounded by three Barons, one Arachnotron, one Hell Knight, with a Mancubus in the distance waiting to take me out if they all failed.  I realize this game has some random elements that can't be tweaked too much otherwise it'll mess up the fun, but was I just lucky all those previous rounds?  The jump was too much, considering I had found next to nothing in the way of weaponry leading up to that moment (chaingun and combat shotgun were pretty much it).  Since the new version I felt as though the scaling had changed, but maybe I just got lucky before. 

The game is always fun, if sometimes frustrating.  I play it WAY too much :)  Thanks Kornel, you've made a gem.

Rabiat:

--- Quote ---I don't know the limitations of roguelike designs, but I wonder if there could be a feature that would dump a buffer of keypresses if the character gets wounded.  Maybe I should just change my playing style, but when I'm running across a board to get to the unexplored area, and some enemy has sneaked into the explored zone and starts rapid-firing, I get to watch helplessly as my buffered commands get carried out while the enemy fires.
--- End quote ---

Don't worry, just a couple more death messages will condition the key leaning out of you sooner or later. ;) Clearing the keyboard buffer should be very easy (the tricky part would be to determine the moment to clear it), but it would be better to have a 'run' command like most major RLs. Implementing a half decent run command takes a lot of work, though.


--- Quote ---For the colorblind players out there, some of the weapon colors are a bit hard to discern.  I have real trouble differentiating the shotguns from the plasma rifles (and their ammunition).  And the way I can tell the double barrel shotgun from the pistol is that the db shotgun looks slightly brighter.  I imagine it's actually a different color, though.
--- End quote ---

Seconded! I couldn't tell the difference between a pistol and a plasma gun if my life depended on it (well, if it does, I use the 'look' command). Standard CRT colours light gray and cyan are pretty much identical to me, as well as yellow and bright green. An ini file to set tile colors (and characters?) would be great.

DisaffectedBeta:
I thought there was a Run function.  I saw it mentioned but didn't know what it was, so I never used it.  Except once.  By accident I hit it and my guy went running across the screen.  Would he have stopped if he were shot or bit or burned or whatever?  I seem to remember seeing some mention of it somewhere but I wouldn't know where to look...

Rabiat:
Oh, right, DoomRL already has a run command. Sorry, haven't played for a while and I never used it anyway. Press , (comma) followed by a direction and doomguy will walk in the given direction until he bumps into a door/wall, or an enemy pops up. I don't remember if the run command walks around corners and stops at objects, but you'll figure that out soon enough. :)

BDR:
IIRC, it stops at the first object that stops progress and the first time an enemy does something.  It doesn't travel around corners, and I can't remember if it stops at corridors or not (but I think it doesn't).

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